Cons:

Whether it's on the cover of books or games, seeing the name Tom Clancy guarantees that you'll probably see certain elements. There will be plenty of techno-wizardry, along with more gadgets than even James Bond could ever dream of. You'll probably also be presented with a cadre of bad guy, intent on taking over the world or killing a political leader through some wildly nefarious scheme. Finally, you can be sure that all of the action will be grounded in realism. Sure, it might feature experimental or futuristic weapons and such, but they're still based in the real world. That's what makes the latest counterterrorism game, Tom Clancy's Rainbow Six: Lockdown, a bit of a letdown. It feels more like a arcade-style, run 'n gun shooter than a hardcore, realistic tactical FPS, and that's something that will probably disappoint a number of the series' longtime fans.

Like the previous games in the franchise, Rainbow Six: Lockdown follows the exploits of Ding Chavez and the rest of Team Rainbow, the world's premier counterterrorism unit. It seems that a megalomaniacal villain has stolen an experimental, man-made virus that could wipe out the world if released. It's up to the team to take him down and save the world. Not surprisingly, their adventures will take them all over the world, and each of the game's 16 levels takes place in a different locale.

Fans of the Rainbow Six series will be able to pick up and play the game relatively quickly, as the gameplay is largely the same. You can give your squad members context-sensitive and movement commands, and they'll (hopefully) react accordingly. There are a few new commands, including one that lets you send a teammate ahead to scout out the action. While there are a few large, outdoor environments, the majority of the game finds you moving from room to room, killing terrorists, rescuing hostages, and securing mysterious briefcases. Unfortunately, this becomes more challenging than it needs to be thanks to some poor AI on both sides. Your teammates will have trouble keeping up (or making it around some basic obstacles), while your enemies just plain won't react to your attacks. Although it doesn't always happen, it inevitably seems to at the most inopportune time.

Although most of the core gameplay is unchanged, there have been few additions to the series. The entire game is now presented as if viewed through Ding's tactical goggles, so you'll actually be able to see the curved outline of them as you walk around. These actually serve a purpose, however, as they'll show damage by causing the screen to gradually fill with static every time you take a hit. While this is certainly a cool cosmetic touch, it's not really necessary, and it actually makes it much harder to see your foes, never a good thing when you're low on health. There's also a new heartbeat sensor that allows you to spot enemies through walls and obstacles. This addition actually makes the game far less challenging, since one of the hallmarks of the series is those tense moments when you first enter a room. While the sensor does run out of juice quickly, it recharges nearly as fast, allowing you to use it over and over if you just take your time.